float4 render(float2 uv) {
	float2 newuv;
	newuv[0] = uv[0] + cos((builtin_elapsed_time_since_shown + uv[0]) * 0.5) * (1 - uv[1]) * 0.05;
	newuv[1] = uv[1];
	float4 image_color = image.Sample(builtin_texture_sampler, newuv);
	if (newuv[0] > 1 || newuv[0] < 0) {
		image_color[3] = 0;
	}
	return image_color;
}
